
Ziro
A dice-sliding puzzler with 300 levels and a snowman on a climate mission, earnest, occasionally maddening, and more thoughtful than its bargain-bin price suggests.
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About Ziro
I'll be straight with you: the eco-messaging in Ziro is about as subtle as a bumper sticker, and the loading-screen synthesizer sounds like it crawled out of a 1987 arcade cabinet and refused to leave. Both of those things are true, and neither of them is the whole story. What Kokakiki actually built underneath that green-tinted wrapper is a genuinely clever dice-sliding puzzle game with more mechanical depth than the casual label implies. The core loop is deceptively simple. You push numbered dice around a board and maneuver matching values together so they vanish. That sounds like a ten-minute mobile distraction, and some of the early boards absolutely play that way. But push into the harder configurations and the combinatorial pressure builds fast. One misplaced slide can lock the entire board, and the satisfying collapse when you finally thread a solution together is the kind of quiet "aha" moment that keeps a certain kind of puzzle fan glued to their seat. With over 300 levels spread across world-themed environments, there is genuine volume here. Three modes shape how you engage with that content. Quest mode sends you hopping across a globe map, city by city, with no penalty for restarting and no particular urgency. It is the relaxed route, good for unwinding. Skill mode tightens the screws considerably: you get three restarts total and bonus dice appear as rewards for efficient play, which transforms the same puzzles into a resource-management exercise. Practice lets you revisit any completed level, which is more useful than it sounds once a specific configuration starts haunting you. The overworld map is genuinely hard to read, though. Cities render as tiny flashing dots that only appear after you zoom in, and the order you tackle them has no bearing on difficulty progression, so the pacing feels random rather than considered. The presentation is a mixed bag in the way that a lot of 2010-era indie games are. The 3D graphics hold up fine in fullscreen, with rotatable boards and clean particle effects when dice clear. Switch to windowed mode and everything shrinks to the point of being awkward to click. The soundtrack was described generously by some reviewers as funky; it is genuinely polarising, with synth tones that feel retro by accident rather than by design. The good news is the volume slider works. The between-level environmental tips from Ziro the snowman are sweet-natured if repetitive, and some players have found them annoying enough to mention specifically in reviews. If preachy mascots bother you, that is worth knowing. Who is this for? Patient players who like logic puzzles that reward planning over reflexes, and who can forgive a rough interface edge or two. The Steam community sits at a mixed rating, which tracks: the highs are genuinely good and the friction points are real. For a game this old and this cheap, it is a fair deal if the genre speaks to you at all. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP / Vista / 7
- RAM
- 256MB
- Sound
- Direct X compatible
- Video
- 64MB Video card with pixel shader 2.0
- DirectX®
- 9.0c
- Processor
- Pentium compatible (1.5 GHz)
- Hard Drive
- 200MB
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Game Info
- Developer
- Kokakiki
- Publisher
- Kalypso Media Digital
- Release Date
- May 28, 2010